Quote Originally Posted by Aylis View Post
mmhmm~ While the OP's suggestion is good, it doesn't help alleviate the core problem. I'd rather the devs sit down and come together and learn exactly /why/ people don't want to play as tanks or healers. Instead of offering backdoor style incentives to get more people playing these roles. All the incentives in the world won't help players that for whatever reason's magically make them suddenly find a role they find un-fun to play suddenly fun to play.

I'm all for gearing up alternate roles but I guess that's what the CT/ST/??? line is meant for.
The devs can sit together all year long, however the problem will never be resolved. After all, for starters one of the most important reasons on as to why people dislike tanking or healing is the abuse involved upon error. If a tank is inexperienced and loses threat, or if a healer fails to keep players up during a boss encounter, you may as well feed yourself to the wolves and undergo a general more pleasant experience.

The level of harrassment and disrespect towards other players in PUGs is very high in western MMO servers.

Tanks and healers also fail to make much of an impact in DPS in this game. This may be something in which devs can spice things up. Mob (elemental) weaknesses could be introduced. Undead targets as such may be weak against holy damage by healers, 200 ~ 300% damage. Slow mobs may be weak against damage input coming from heavy weaponry (1H sword, 2H sword, Axes). Etcetera. That way tanking classes and healing classes would not only just be a tool to make it possible for DPS classes to get through an encounter. But they'd actually have some DPS characteristics themselves.